/Engine/Source/Runtime/Engine/Classes/Engine/ObjectLibrary.h
Class that holds a library of Objects
class UObjectLibrary : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TArray<FAssetD...
AssetDataList
Asset data of objects that will belong in library, possibly not loaded yet
bool
bHasBlueprintClasses
True if this library holds blueprint classes, false if it holds other objects
bool
bIncludeOnlyOnDiskAssets
Whether to set bIncludeOnlyOnDiskAssets when setting up AR filters for discovering asset data
bool
bIsFullyLoaded
True if we've already fully loaded this library, can't do it twice
bool
bIsGlobalAsyncScanEnvironment
True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously
bool
bRecursivePaths
Whether to set bRecursivePaths when setting up AR filters for discovering asset data
bool
bUseWeakReferences
If this library should use weak pointers
TArray<FString...
DeferredAssetDataPaths
The paths that we will query again once assets are finished being discovered
TObjectPtr<UCl...
ObjectBaseClass
Class that Objects must be of.
TArray<TObject...
Objects
List of Objects in library
FObjectLibraryO...
OnObjectAddedEvent
Delegates for when an object is added or removed from this library.
FObjectLibraryO...
OnObjectRemovedEvent
TArray<TWeakOb...
WeakObjects
Weak pointers to objects